#version 330 core
layout(location = 0)in vec3 position;
layout(location = 1)in vec3 normal;
layout(location = 2)in vec2 aTexCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 u_model;
uniform mat4 u_MVP;

void main()
{
    FragPos=vec3(u_model*vec4(position,1.0));
    Normal=normal;
    TexCoords=aTexCoords;
    gl_Position = u_MVP*vec4(position, 1.0);

}